Condensed tips for beginners?

Drafting requires at least 10% of your own culture in the city and a pop of 5 AFTER the poploss from the draft.


@Jet082: Sounds like good chances. Keep in mind that the #2 civ in pop or the builder of the UN will be the other candidate and that he might be favoured by the other AIs.
You don't need a certain number of friedly civs.
Redeclaring on stalin most likely will only give you another -1 for declaring on their friend so don't do that.

If you can though, declare on another civ and bribe your friends in the war too to give you more +ves for shared military struggle.
 
Drafting requires at least 10% of your own culture in the city and a pop of 5 AFTER the poploss from the draft.


@Jet082: Sounds like good chances. Keep in mind that the #2 civ in pop or the builder of the UN will be the other candidate and that he might be favoured by the other AIs.
You don't need a certain number of friedly civs.
Redeclaring on stalin most likely will only give you another -1 for declaring on their friend so don't do that.

If you can though, declare on another civ and bribe your friends in the war too to give you more +ves for shared military struggle.

Actually, I did have a mutual struggle with my friendlies when Alex tried to attack me (I bribed him out of the war right before he would have taken over one of my cities), so that's good.

I currently have defensive pacts with everyone I'm friendly with (except Gilgamesh, who's a vassal of my top friendly). Which means I can't start a war or I'll lose those pacts... I could probably goad Alex into attacking me again, but I need to be prepared to stop him (he's right next to my capital! I didn't plan it that way, just had little to expand to on that one end).

It's essentially me leading the Buddhist block of 5 civs, and a Hindu block of 4 civs. Alex (Hindu) is currently at war against Joao (Hindu), so that's good for me...
 
Well, I might have a problem now... the one civ I was friendly with decided to become a vassal of my other friendly (he also adopted Free Religion... dang it).

So, I have a question. Do vassals always vote for their masters (assuming they are running) in the AP/UN votes? If they do, then I won't be able to have a diplo win.

Looks like I might have to get Alex to attack me... or I can go for a Space Victory, which seems many turns away.
 
Is there any way to get them to not be vassals anymore?

I'm actually surprised that they so easily became vassals of the other one. If I knew, I would have tried for it...
 
Is there any way to get them to not be vassals anymore?

You have to attack both, and beat the master hard. Then, when the vassal feels his master can't protect it anymore (not sure of the exact condition, must be a mix of relative power rating, and relative land area), he breaks free, and you can vassalize both usually :).

Cheers

edit: in your situation, I guess there isn't much to do now (if you want a diplo, domination is another thing)
 
I just light bulbed phlosophy so I can found Taoism.however I already discovered hinduism.I think this is gonna be a conflict.so should I discover Taoism or not????
 
I just light bulbed phlosophy so I can found Taoism.however I already discovered hinduism.I think this is gonna be a conflict.so should I discover Taoism or not????

There's nothing wrong with finding multiple religions. If you're worried about Taoism spreading, there's a civic you can run that prevents all religions but the state religion from spreading.
 
Having multiple religions in your cities only has a drawback IF you figh a civ that is running the religion's state religion. This can result in :mad: "We refuse to fight our brothers in faith" which scales with city pop.

Otherwise there's nothing but advantages, from :) from free religion to culture, to additional monasteries/temples and the availability to use other religions successfully (while using the SR for diplomacy... especially interesting if you're spiritual).
 
This has probably been said already, but:

At the early expansion part of the game, you can zoom out, take a screen shot (with the resource marker on), paste the image in paint, and plan your city placement to have optimal city placement, by drawing a red line around the "fat cross", and making sure they don't overlap too much, planning city specializations, etc.
 
Hehe, sounds awfully compliacted ithaka ;)
You (and others) might want to have a look at the BUG mod which features, amongst tons of other improvements to the UI, a Strategy Layer, which allows proper, beautiful dotmapping ingame (access the Strategy Layer with Alt + x).

Dotmapping has never been easier ;)
 
Thanks everyone who commented !! I appreciate it!
Here is some other questions...
)I try to bribe a Civ to stop trading with, or start a war....Then the Civ that I was conspiring against FINDS OUT AND ACCUSES ME !!!!!!!!!!
Whats up with that????
2) Does it matter economically if you have Too many farms,mines etc? I figure the more the merrier!!!
3) Lastly, is it BETTER to have MORE than ONE watermill, forge, or Windmill in a city? or is more than one pointless economically??

thanks all !!
 
Thanks everyone who commented !! I appreciate it!
Here is some other questions...
)I try to bribe a Civ to stop trading with, or start a war....Then the Civ that I was conspiring against FINDS OUT AND ACCUSES ME !!!!!!!!!!
Whats up with that????
2) Does it matter economically if you have Too many farms,mines etc? I figure the more the merrier!!!
3) Lastly, is it BETTER to have MORE than ONE watermill, forge, or Windmill in a city? or is more than one pointless economically??

thanks all !!

  1. All your diplomatic moves are known by other civs with whom you have contact. You cannot bribe another civ secretly. Sorry.
  2. It doesn't "cost" anything (say, maintenance) to have more farms or mines, no. It does cost you worker moves, however, so you should prioritize their orders before you start having them improve tiles that aren't going to be worked any time soon.
  3. First off, watermills and windmills are tile improvements, forges are buildings. You can have several of the former in the same city's fat cross, but only one of the latter per city. So I'm a little uncertain what you're referring to, exactly.
    Assuming you mean tile improvements (2/3, and like I said, you can't have >1 of each building), sure you can have several farms, mines, windmills, watermills, etc. Does it make sense? That depends on many things such as the city's specialization, other surrounding tiles, your plans and goals for the game and that city in particular, and so on.
    To get down to specifics: Generally, windmills are quite possibly the weakest tile improvement in the game. A mine yields more hammers, and features the possibility of striking a resource. I only bother with windmills if the city is short of food without them.
    Watermills can be very good tile improvements, especially in the mid- and late game when their hammer and commerce yields rise. I usually prefer cottages or farms, however, depending on whether I'm running a CE or SE, respectively. Nevertheless, my best production city (with the Ironworks) is almost always a city with several river tiles for watermills. Shameless self-promotion: see my Intermediate Tactics and Gambits guide (link in my sig), Riverside Ironworks chapter, for more info.
 
  1. All your diplomatic moves are known by other civs with whom you have contact. You cannot bribe another civ secretly. Sorry.
  2. It doesn't "cost" anything (say, maintenance) to have more farms or mines, no. It does cost you worker moves, however, so you should prioritize their orders before you start having them improve tiles that aren't going to be worked any time soon.
  3. First off, watermills and windmills are tile improvements, forges are buildings. You can have several of the former in the same city's fat cross, but only one of the latter per city. So I'm a little uncertain what you're referring to, exactly.
    Assuming you mean tile improvements (2/3, and like I said, you can't have >1 of each building), sure you can have several farms, mines, windmills, watermills, etc. Does it make sense? That depends on many things such as the city's specialization, other surrounding tiles, your plans and goals for the game and that city in particular, and so on.
    To get down to specifics: Generally, windmills are quite possibly the weakest tile improvement in the game. A mine yields more hammers, and features the possibility of striking a resource. I only bother with windmills if the city is short of food without them.
    Watermills can be very good tile improvements, especially in the mid- and late game when their hammer and commerce yields rise. I usually prefer cottages or farms, however, depending on whether I'm running a CE or SE, respectively. Nevertheless, my best production city (with the Ironworks) is almost always a city with several river tiles for watermills. Shameless self-promotion: see my Intermediate Tactics and Gambits guide (link in my sig), Riverside Ironworks chapter, for more info.

Thanks so much for that info Sisiutil !!
 
If you read any of my prior posts you all know I'm a beginner ha ha. But here is one tip that really helped me out!
Have at least 1.5 to 2 WORKERS per city. I used to focus so much on military build up. That is a priority too but, think of it, your BUILDING a city!! A nation if you would!! The sooner you have roads/buildings/tile improvements, the quicker your city gains power for your overall Civilization! My game is soooooo much better now with alot of WORKERS !
 
It was already told but anyway. Do not neglect switching to war civics before the war. If you switch to Police State you can fight longer with more troops and less unhappiness.
 
Roads- I want to cut off a city or a resource from my enemy. The obvious way is to destroy the road. But my question is can my enemy theoreticlly use MY road in MY territory to have "access" to that resource? OR do I have to destroy the road in MY territory as well?

I have railroad tracks in my civilization. Can my enemy use those tracks too?? I mean I want to go from city to city in lightning speed, but NO WAY DO I WANT MY ENEMY TO IN MY CIVILIZATION !!

Thanks in advance you Braniac Civilization Wiz kids !!!
 
Roads- I want to cut off a city or a resource from my enemy. The obvious way is to destroy the road. But my question is can my enemy theoreticlly use MY road in MY territory to have "access" to that resource? OR do I have to destroy the road in MY territory as well?

I have railroad tracks in my civilization. Can my enemy use those tracks too?? I mean I want to go from city to city in lightning speed, but NO WAY DO I WANT MY ENEMY TO IN MY CIVILIZATION !!

Thanks in advance you Braniac Civilization Wiz kids !!!
The "enemy" can only use your roads to access resources if you have an open borders agreement. If there's no OB (and if you're at war, there definitely is not), then the answer is no.
 
The "enemy" can only use your roads to access resources if you have an open borders agreement. If there's no OB (and if you're at war, there definitely is not), then the answer is no.

I take issue with this answer--or with the game, really.

I had an enemy city surrounded on all sides by my borders and when I checked the cities resoucres, they were still getting all benefits from the mother state.

With no open borders, how was this possible? That city should have been crumbling, it's happy and healthy way down, but it wasn't. This particular city was landlocked, so trade routes overseas was not an option.
 
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